Commit Graph

35 Commits

Author SHA1 Message Date
D3athrow
41d7df01fd just fuck my shit up 2015-07-18 02:30:51 -05:00
dylanstrategie
4b101e38a6 Moving catwalks from turf to obj
Major code improvement that has been long overdue. The changes have been
thoroughly tested and everything appears to be working fine

- Move catwalks from turf/[retarded path]/catwalk to
obj/structure/catwalk. A dm file has been added to that effect
- Remove iscatwalk() helper check (not needed for an obj/)
- Lattice code has been used -to great effect- to recode catwalks. No
more hardcored nonsense to "make it like there's a space tile
underneath", now there IS space underneath. This should also fix trace
gas problems often witnessed during Derelict plasma floods
- Use relativewall method. There should have been no functional changes.
Catwalks update when new catwalks are added (not when surrounding
catwalks are destroyed, but it still seems logical)
- Add a in-house ex_act system to boot (to compensate for the fact
catwalks no longer use floor's ex_act). The catwalk is either destroyed,
replaced with lattice (add lattice at location, delete catwalk) or
unscathed
- Remove a lot of spaghetti code that has creeped up into ZAS/Atmos
systems and even into tile painter code since catwalks no longer run ZAS
loops and aren't considered turfs anymore
- All maps have been updated to the new catwalk system (otherwise the
map doesn't load, duh)
- Bit of spaghetti code in cable.dm (both item and structure) since
until then cable was NEVER laid on "objects". Works as intended
- Space has been changed to intact = 0. There's no reason for space to
be "intact" because there is only one version of space tiles, and it
fucks with wire placement

Confirmed working :

- Space automatically appears under the tile, catwalks tiles thus act
100 % like space tiles without hardcoding
- Construction and deconstruction works flawlessly. You do need to
precisely click the catwalk grating to deconstruct since the obj/
catwalk uses transparency correctly, but lo and behold, it's a feature
- Explosions function as intended when targetting catwalks (lots of hole
at the center, pepperoni at a distance)
- Cable-related stuff working (laying cable on catwalk, having cable on
catwalks in general)
- Boxstation, Defficiency and Metaclub updated
- Include list updated

Everything should be functional and was tested, but please outline
anything that looks like it'd work badly
2015-03-09 20:11:57 +01:00
D3athrow
5188db01d0 Should fix #403 2015-02-15 20:08:32 -06:00
Rob Nelson
ea94270c84 ZAS updates from Bay in a shitty attempt to fix our lagspikes. 2014-04-10 22:29:26 -07:00
d3athrow
3bdeba5ac7 Typo fix, retractor step bugfix.
ZAS fix.  It should now be possible to repair breaches without admin intervention.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Several ZAS fixes.
Adds insulation to doors, modifiable by admins from the ZAS setting panel.
Fixes a logic error with connections.  (I am dumb some days)
Improves the runtime detection and reporting.
Improves "zone info" debug verb.
2013-07-27 13:39:20 -05:00
d3athrow
9aca107200 Overhaul of how fire is handled, this is where a lot of the lag came from. Also the zas neutering things are included. 2013-07-09 04:43:58 -05:00
d3athrow
b99ecdf643 Fixes #48 2013-06-25 15:03:49 -05:00
d3athrow
1045d709e3 Fixes zas connection problems 2013-06-25 13:04:26 -05:00
d3athrow
676afb7cbd Fixes an issues with zas causing plasma to hop over walls with high enough pressure. 2013-06-23 15:04:16 -05:00
SkyMarshal
1739ff6fec God, I am not awake. 2013-06-10 19:40:39 -07:00
SkyMarshal
df73aabf83 Fixes for ZAS issues.
Fixes #2996
Fixes #3023
2013-06-10 18:49:41 -07:00
SkyMarshal
39df196edc Fixed disposal issue.
Delayed Jungle setup until after air master initializes
Master controller now properly ceases atmos simulation if runtimes occur (and are detected).
Cleanup more ZAS stuff.  FEA_system.dm, ZAS/ZAS_Turfs.dm, ZAS_Zones.dm.
Canisters now autoconnect to portables connectors on creation.   (Fixes airlocks not having attached canisters)
Doors can now be made which respect directional door types (e.g. windoors and directional firelocks) and is handled better.
2013-05-21 23:12:47 -07:00
SkyMarshal
3420b0a6fe Cleanup Debug.dm and Functions.dm 2013-05-21 23:11:53 -07:00
SkyMarshal
0ede4e13f9 Cleaned up and commented Connection.dm
Signed-off-by: SkyMarshal <skymarshal1729@gmail.com>
2013-05-21 23:11:53 -07:00
SkyMarshal
ef38bc91bf Fixed some bugs with ZAS closed connections
Sped up air equalization between zones
Fixed an issue where space tiles were not removed from the zone.
Made ZAS debug functions accessible when the mapping verbs are toggled on.
2013-04-18 12:10:20 -07:00
SkyMarshal
846a8ec906 Experimental ZAS capability for heat to transfer through closed doors. 2013-04-18 09:58:38 -07:00
SkyMarshal
e4c4f77de2 Fix for the runtime Mloc sent me. 2012-08-03 10:40:54 -07:00
SkyMarshal
4f7f3e5d7f Adds more runtime checking and makes zones exploit the garbage collector to be destroyed, which is more resource efficient. 2012-08-02 11:47:05 -07:00
Head
3a1f30ece4 A few fixes. 2012-07-28 17:16:22 +02:00
SkyMarshal
54ce48fb9d Connections no longer are deleted when a door closes, instead persisting until merged or a wall is built there or something. Better runtime detection, and no more searching through world for fires to process. 2012-07-26 15:33:21 -07:00
SkyMarshal
4fe2b585a7 Adds further checking and variable presets to ZAS, and made the contamination overlay actually work. 2012-07-24 22:12:25 -07:00
SkyMarshal
f953f78d73 WIP air alarms 2012-06-21 02:05:32 -07:00
SkyMarshal
d3258b4fed ZAS fixes and statistics logging. 2012-06-13 16:55:00 -07:00
SkyMarshal
5c9308d610 Fix for ZAS connections through windoors. Should be one of those final little bugfixes, y'know? 2012-06-08 21:28:10 -07:00
SkyMarshal
77c8367b68 Derp, airlocks without a turf beyond them now suck you out. Can't believe I missed this bit. 2012-06-08 01:43:33 -07:00
SkyMarshal
dd4f191f28 Removed a bunch of tag variables from the map. I hate whoever added those.
Final parts to ZAS.  Works 100% (Or very near such) now.
2012-06-08 00:28:47 -07:00
SkyMarshal
a1a2302199 ZAS fixes, adds Atmos Lockdown which replaces all door accesses with engineering OR atmos access. (And a shitty temporary icon) 2012-06-07 20:50:42 -07:00
SkyMarshal
d9fd228c68 Some nice fixes for ZAS. 2012-06-07 10:36:43 -07:00
SkyMarshal
1059311b5b Debugged ZAS. Removed another duplicate proc. Made sure turf changes are added to the air_master to be updated. Fixed errors on the map causing problems. Added different sized packages. Airflow readded. 2012-06-07 01:15:14 -07:00
Albert Iordache
88224056ac Fixed a ZAS/Connection.dm runtime error 2012-06-05 17:35:14 +03:00
SkyMarshal
bfa48835f9 Fixed and cleaned up ZAS. Added some better sanity to explosion locations.
ZAS procs are now more standardized, needs more comments though.
Connections between zones now self-manage themselves, adjusting things if/when the turfs they are on change zones. (The check for this is very efficient and fast, but a bit hard to read codewise)
Zone share percent set to 4.  Seems to work well.
2012-06-04 14:56:28 -07:00
Albert Iordache
3e431b0ae0 Removed some ZAS messages sent to the error log 2012-05-30 20:11:18 +03:00
Aryn
56a2c1d77a Added comments and updated the changelog. 2012-05-26 22:01:28 -06:00
Aryn
6f00258376 I accidentally ALL THE THINGS! But yeah, ZAS is updated. 2012-05-26 02:01:26 -06:00
unknown
a7bce8a609 WHOOPS
Signed-off-by: unknown <Colm@Blue.(none)>
2012-03-15 22:52:29 +00:00